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B 3 A 4 R 5 S 2 W 6 L 3 I 3 C 6 EDG 4 ESS 6 M 6 INITIATIVE: 6 + 1D6 METATYPE: ELF ARMOR: 9 LIMITS: PHYSICAL 4, MENTAL 5, SOCIAL 8 METATYPE ABILITIES: LOW-LIGHT VISION ACTIVE SKILLS
(Numbers in brackets are the nal dice pool, linked skill + attribute rating) Acting skill group 3 [9], Assensing 4 [7], Blades 1 (Knives +2) [5], Counterspelling 4 [10], Etiquette 2 (Tribal +2) [8 (+2)], Gymnastics 2 [6], Perception 2 [5], Pistols 1 [5], Sneaking 2 [6], Summoning 6 (Air Spirits +2) [12 (+2)], Spellcasting 7 [13]
CHARACTER SHEET
WEAPONS
Browning Ultra-Power [Heavy Pistol, SA, Acc 5(6), DV 8P, AP 1, 10 (c), w/quick draw holster] Survival Knife [Blade, Reach , Acc 5, DV 4P, AP 1]
SPELLS
Heal [Type: M, Range: T, Duration: Permanent, Heals boxes of Physical Damage equal to hits on Spellcasting Test, Drain F 4] Improved Invisibility [Type: M, Range: LOS, Duration: Sustained, viewer must resist spell or cant see caster, Drain F 1] Levitate [Type: P, Range: LOS, Duration: Sustained, Telekinetically lifts amount = (spellcasting test hits x 200 kg) and moves at Force in meters per combat turn, Drain F 2] Lightning Bolt [Type: P, Range: LOS, Damage P, Duration: Instant, Damage equal to Force + net hits, resisted by Body + Armor, Drain F 3] Manabolt [Type: M, Range LOS, Damage P, Duration: Instant, Damage equal to net hits, resisted by Willpower, no other Damage Resistance Tests allowed, Drain F 2] Physical Mask [Type: P, Range: T, Duration: Sustained, viewer must resist spell or perceive only the false appearance generated by spell, affects technological sensors also, Drain F 1] Stunbolt [Type: M, Range: LOS, Duration: Instant, Damage S, Duration: Instant, Damage equal to net hits, resisted by Willpower, no other Damage Resistance Tests allowed, Drain F 3]
QUALITIES
Bilingual, Gremlins [3], Mentor Spirit (Coyote), Simsense Vertigo, SINner (National), Spirit Afnity (Air)
CONTACTS
Scout-Who-Kills-Six-Times (Ganger), Four-Paws-Laughing (Talismonger), Granny Smith (Philanthropist)
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Dying +4 BOXES OVERFLOW DAMAGE -4
-1 -2 -3
Unconscious
COMBAT ACTIONS
Free Actions: Counterspelling, Eject Smartgun Clip, Gesture, Speak/Text Phrase, Run Simple Actions: Change Gun Mode, Drop Object, Drop Prone, Fire Weapon, Insert Clip, Observe in Detail, Pick Up or Put Down Object, Ready Weapon, Remove Clip, Sprint, Stand Up, Take Aim, Throw Weapon Complex Actions: Melee/Unarmed Attack, Reload Firearm, Spellcasting, Use Skill
-4
COYDOG
CHARACTER SHEET
ABOUT COYDOG
Just because Coydog is good-humored and prone to pranks doesnt mean shes not deadly. Dividing her youth between the pastoral surroundings of Council Island and the mean streets of Seattle, Coydog played stickball, mixed it up with gangs, and learned the ways of magic from a gifted (if exasperating) tutor. As the newest member of her shadowrunning team, she has quickly learned to rely on the experience of her teammates. They occasionally attempt some hazing-type activities to make sure she remembers shes the noob, but a mana-fueled hotfoot quickly reminds them that while shes new, shes not to be messed with. Opponents, who may be bowled over by her skill with lightning bolts or dazzled by illusions owing from her ngertips, learn the same lesson.